The idea behind this deck is that heavy control decks are, stereotypically, slow and rely on a lot of counters, so this deck tries to address the two issues by using accelerating into Lodestone Golems to create a fast clock, and cards like Lodestone, Sphere of Resistance, Trinisphere, Wasteland etc to strain their mana base and reduce your reliance on counters. The counters also give you the ability to react to the opponent on turn 0, and allow you to protect your mana denial cards which will then buy you several turns, allowing you to build up a more controlling position and advance your game plan while the opponent is struggling to get there's started.
Now, I know the idea may sound a bit silly, but I've actually found that it can be very effective once you learn how to pilot the deck.
Here's the list, and then I'll do some card explanations afterwards.
Mana Base:1x Black Lotus
1x Mox Sapphire
1x Sol Ring
1x Tolarian Academy
1x Strip Mine
4x Wasteland
3x Flooded Strand
4x Polluted Delta
8x Island
Creatures:4x Lodestone Golem
1x Blightsteel Colossus
Draw/Tutors:1x Ancestral Recall
1x Brainstorm
1x Ponder
1x Tinker
Counters:4x Force of Will
4x Mana Drain
3x Spell Pierce
Mana Disruption:1x Trinisphere
4x Sphere of Resistance
3x Null Rod
Utility:3x Crucible of Worlds
Broken Awesomeness:3x Jace, the Mind Sculptor
1x Time Walk
Board Control1x Hurkyl's Recall
Sideboard:1x Pithing Needle
2x Tormod's Crypt
4x Leyline of the Void
3x Flusterstorm
1x Hurkyl's Recall
4x Steel Sabotage
So there's the list, and here are a few card explanations.
Black Lotus/Sol Ring/Mox Sapphire - Great accelerants, and there are few enough of them in the deck that Null Rod isn't a huge problem for your own mana.
Tolarian Academy - Helps negate the effects of sphere effects, and allows you to accelerate into them early.
Strip Mine/Wasteland - Disrupts the opponent's mana base, and allow you to buy time if you're struggling to play a Sphere/Mana Drain.
Flooded Strand/Polluted Delta - Pretty obvious cards to include, help to thin the deck and provide a stable mana base.
Island - Immune to Wasteland, make your mana much less vulnerable than your opponent's in a lot of matches.
Lodestone Golem - Slows the opponent's game plan down, provides a quick clock, and is a hefty blocker - brilliant!
Trinisphere/Sphere of Resistance - Again, they slow down the opponent's game plan, and turn one they can often disrupt the opponent too much for them to recover for a few turns.
Ancestral Recall/Brainstorm/Ponder - All draw/dig 3 cards and are cheap to play, and they fit in with the deck's sphere theme by being cheap enough to play even under a Trinisphere.
Tinker/Blightsteel Colossus - Quick win condition, and if need be Tinker can be used to fetch a lock piece if Blightsteel Colossus is in your hand or removed from the game.
Force of Will/Spell Snare - Cheap counters, fairly easy to play under a few sphere effects, and protect your lock pieces from opposing counters or removal.
Mana Drain - Pretty obvious - counters threats and accelerates into lock pieces and threats.
Crucible of Worlds - Creates a soft lock with Strip Mine/Wasteland, and helps to keep your mana base steady by using fetchlands and negating opposing land destruction.
Jace, the Mind Sculptor - All of his abilities are brilliant with this deck - the Brainstorm one creates a nice draw engine, the Fateseal one can lock an opponent out of the game almost permanently if they're struggling to play cards, the Unsummon one is great at dealing with cards like Blightsteel Colossus and Dark Confidant when you've got no other answers, and his ultimate ability is just amazing, it ends the game almost instantly.
Time Walk - Early game this lets you drop a sphere effect easier, and late game it can often effectively read "


Untap all your permanents, draw a card, destroy target land, and take another combat phase.", which is an incredibly powerful play.
Hurkyl's Recall - This deck struggles against Stax and MUD, so this card is particularly helpful in those matchups, can help against the Time Vault/Voltaic Key combo, and if you lock yourself out with sphere effects then this can be a fairly effective, if slightly self-disruptive, way to create a better board position.
Sideboard:Pithing Needle/Tormod's Crypt/Leyline of the Void - Primarily included for the Ichorid matchup, but they all have uses in other matches too.
Flusterstorm - Included for the control and combo matchups, but I've not tested it enough to work out exactly how useful it is.
Hurkyl's Recall/Steel Sabotage - These are included for the Stax/MUD matchups, but I can see either this Hurkyl's Recall or the maindeck one being replaced with another bounce card like Echoing Truth, as two seems a little redundant.
I'm considering adding some Mishra's Factories to the deck to provide some earlier threats and as a way to deal with smaller creatures that the opponent may be able to successfully play. Going this route then sort of suggests Standstill as a possible draw engine, but with the sphere effects it could be too mana intensive and redundant to warrant inclusion.
So, that's the deck! I'm aware that this will probably never be tier 1, but it's fun to play, is surprisingly quick and successful, and totally ruins decks that don't run a considerable amount of hate and disruption.
Any comments and suggestions about the deck would be very much appreciated!
Thanks!